;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1998 by MicroProse Software
;
;   Edited by Vegard Bjrketun 2000-2001 for the
;   "Casus Belli: Magna Bellum Borealis 1700-1721" Scenario
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civilopedia: Civilization Advances

@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows dynasty of same name.
^Allows settlers to build fortresses.
^Allows settlers to build airbases.
^Allows settlers to build railroads.
^Allows settlers to improve farmland.
^Increases the effect of temples.
^Increases the effect of colosseums.
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^Improves Spaceship thrust by 25%.
^Free civ. advance for first civ. to discover.
^Decreases the effect of Cathedrals.
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Civilopedia: Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Can see units two spaces away.
^Ignores enemy Zones of Control.
^Can make amphibious assaults.
^Invisible to most enemy ships.
^Can attack aircraft in flight.
^May be lost out of sight of land.
^Ignores Civilian Shelter!
^Can carry friendly air units.
^Can make paradrops.
^Treats all squares as road squares.
^Defense +50% versus units with a movement factor of 3.
^Only available to the Pfalz-Zweibrcken dynasty.
^Destroyed after attacking.
^Defense +100% versus air and missile units.
^Can spot enemy ships in adjacent squares.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Dynasties


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: City Improvements

@PEDIAIMPROVE
@width=480
@title=City Improvement
^^%STRING0
^

@;Palace
@PEDIAIMPROVE1
Eliminates corruption and waste in the city,
and decreases it in all nearby cities.

@;Barracks
@PEDIAIMPROVE2
Not available in this scenario.

@;Granary
@PEDIAIMPROVE3
Only half of city's food store is depleted when
city increases in size.

@;Temple
@PEDIAIMPROVE4
Up to two discontented citizens are made content.

@;Marketplace
@PEDIAIMPROVE5
Increases tax and luxury output by 50%%.

@;Library
@PEDIAIMPROVE6
Increases science output by 50%%.

@;Courthouse
@PEDIAIMPROVE7
Decreases corruption by 50%%. Makes city more resistant
to bribery by enemy diplomats and spies. 
In Denmark, one content citizen becomes happy.

@;City Walls
@PEDIAIMPROVE8
Civilian casualties are prevented if garrisons are defeated.

@;Aqueduct
@PEDIAIMPROVE9
Allows city to increase beyond size 8.

@;Bank
@PEDIAIMPROVE10
Increases tax and luxury output by an
additional 50%% (cumulative w/ Marketplace).

@;Cathedral
@PEDIAIMPROVE11
Makes four unhappy citizens content (Three in Russia).

@;University
@PEDIAIMPROVE12
Increases science output by an additional
50%% (cumulative w/ Library).

@;Mass Transit
@PEDIAIMPROVE13
Not available in this scenario.

@;Colosseum
@PEDIAIMPROVE14
Four unhappy citizens are made content.

@;Factory
@PEDIAIMPROVE15
Increases resource production in city by 50%%.

@;Mfg. Plant
@PEDIAIMPROVE16
Not available in this scenario.

@;SDI Defense
@PEDIAIMPROVE17
Not available in this scenario.

@;Recycling Center
@PEDIAIMPROVE18
Not available in this scenario.

@;Power Plant
@PEDIAIMPROVE19
Not available in this scenario.

@;Hydro Plant
@PEDIAIMPROVE20
Increases industrial output by 50%%. Requires nearby running water.  

@;Nuclear Plant
@PEDIAIMPROVE21
Increases industrial output by 50%%.  

@;Stock Exchange
@PEDIAIMPROVE22
Increases tax & luxuries output by an additional
50%% (cumulative with Marketplace & Bank for a grand
total of 150%%).

@;Sewer System
@PEDIAIMPROVE23
Allows city to grow beyond size 12.

@;Supermarket
@PEDIAIMPROVE24
Not available in this scenario.

@;Superhighways
@PEDIAIMPROVE25
All squares in the city's radius with roads
produce 50%% more trade.

@;Research Lab
@PEDIAIMPROVE26
Not available in this scenario.

@;SAM Missile Battery
@PEDIAIMPROVE27
Not available in this scenario.

@;Coastal Fortress
@PEDIAIMPROVE28
Not available in this scenario. 
However, the cities of Stockholm and Kibenhavn
has got this improvement.

@;Solar Plant
@PEDIAIMPROVE29
Not available in this scenario.

@;Harbor
@PEDIAIMPROVE30
All ocean squares in the city's radius
produce one extra unit of food.

@;Offshore Platform
@PEDIAIMPROVE31
All ocean squares in the city's radius
produce one shield.

@;Airport
@PEDIAIMPROVE32
Not available in this scenario.

@;Police Station
@PEDIAIMPROVE33
Decreases unhappiness caused by troops away from city by 1.

@;Port Facility
@PEDIAIMPROVE34
Not available in this scenario.

@;SS Structural
@PEDIAIMPROVE35
Not available in this scenario.

@;SS Component
@PEDIAIMPROVE36
Not available in this scenario.

@;SS Module
@PEDIAIMPROVE37
Not available in this scenario.

@;Capitalization
@PEDIAIMPROVE38
Converts production into trade.

@;Pyramids
@PEDIAIMPROVE39
Counts as a Corn Store in every one of your cities,
because of the large, Ukrainean wheat fields.

@;Hanging Gardens
@PEDIAIMPROVE40
The glory of Moskva ensures one extra happy 
citizen in every city.

@;Colossus
@PEDIAIMPROVE41
The colonial trade causes the city to produce one extra
trade arrow in each square that already produces one.

@;Lighthouse
@PEDIAIMPROVE42
Bomb Ketches can move across oceans w/o danger, and all
other ships have their movement rate increased by one.
Also, all new ships you produce receive veteran status.

@;Great Library
@PEDIAIMPROVE43
Not available in this scenario.

@;Oracle
@PEDIAIMPROVE44
^Doubles the effect of all of your brothels.
^(Strict laws doesn't always work as intended...)

@;Great Wall
@PEDIAIMPROVE45
Not available in this scenario.

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
^The Swedish army was the best trained in Europe. 
^This, supported by a fatalistic Lutheran belief,
^which saw death as unavoidable when the Lord chose,
^created a rash atitude towards danger in battle.
^
^All new ground units produced gain Veteran status.
^Any unit which wins a battle gains Veteran status.

@;King Richard's Crusade
@PEDIAIMPROVE47
Every square in the city's radius produces an extra
resource shield, thanks to the trade income.

@;Marco Polo's Embassy
@PEDIAIMPROVE48
You receive a free embassy with every rival nation.
This means your intelligence report will always be 
complete and accurate.

@;Michelangelo's Chapel
@PEDIAIMPROVE49
Counts as a church in each of your cities.

@;Copernicus' Observatory
@PEDIAIMPROVE50
The University of Upsala is the oldest in
Northern Europe.

@;Magellan's Expedition
@PEDIAIMPROVE51
Movement rate of all ships is increased by two.

@:Shakespeare's Theatre
@PEDIAIMPROVE52
All unhappy citizens in city are made content, 
thanks to the glory of the Baltic Empire.

@;Da Vinci's Workshop
@PEDIAIMPROVE53
Not available in this scenario.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE54
The Cathedral of Vasiliy decreases unhappy citizens on same
continent by 2 per city.

@;Isaac Newton's College
@PEDIAIMPROVE55
Not available in this scenario.

@;Adam Smith's Trading Co.
@PEDIAIMPROVE56
^The Sound duty may not be popular, but it pays the maintenance 
^for all city improvements which ordinarily cost 1 Rdl per turn.  
^City improvements that requires more than 1 Rdl in maintenance 
^per turn are not affected.

@;Darwin's Voyage
@PEDIAIMPROVE57
Not available in this scenario.

@;The Statue of Liberty
@PEDIAIMPROVE58
Not available in this scenario.

@;The Eiffel Tower
@PEDIAIMPROVE59
Not available in this scenario.

@;Hoover Dam
@PEDIAIMPROVE61
Not available in this scenario.

@;Women's Suffrage
@PEDIAIMPROVE60
Counts as a prison in every one of your cities, as the knowledge
of the law enforcers' effectivity causes less crime. 
(Decreases unhappiness caused by troops away from city by 1).

@;Manhattan Project
@PEDIAIMPROVE62
Not available in this scenario.

@;United Nations
@PEDIAIMPROVE63
Military intelligence ensures vital information about the enemy.

@;Apollo Program
@PEDIAIMPROVE64
Not available in this scenario.

@;SETI Program
@PEDIAIMPROVE65
Not available in this scenario.

@;Cure for Cancer
@PEDIAIMPROVE66
The wealth of the electorate of Brandenburg provides one extra 
happy citizen in each city.

@PEDIAGOVT
@width=600
@title=Civilization: Dynasties
The dynasty you choose for your civilization will affect the
way resources are distributed in your cities, the rate at
which your citizens can produce and sustain new units and
city improvements, and the extent to which your citizens have
a say in the way you rule them.
^
Some forms of dynasties, such as the Wettin, Holstein-Gottorp,
Romanov and Pfalz-Zweibrcken one, allow you to expand rapidly,
to produce and sustain large numbers of military units, and to
control your affairs completely.
^
The Oldenburg and Hohenzollerns, on the other hand, give your
citizens the freedom to produce vast amounts of trade, which
increases your wealth and knowledge rapidly. On the other
hand, your citizens may grow unhappy when you send military
units out of your cities; also, your Senate may try to
interfere in your conduct of foreign affairs.
^
To change your civilization's dynasty, you must have a
Revolution--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of Interregnum.

@PEDIAGOVT0
@width=600
@title=Civilization Dynasty: Interregnum
Interregnum doesn't represent a dynasty, but the lack of
a Monarch. 
^
Interregnum is similar to Wettin, except that the corruption
rate is VERY HIGH (see entry for Wettin).  However, no
taxes are collected during a period of Interregnum, and no
scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Dynasty: Wettin
^UNIT SUPPORT
Each unit above the city size costs one shield per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Wettin has a HIGH rate of corruption and waste.  
The level of corruption in a particular city is based on 
its distance from your capital.
^
^SPECIAL
Under Wettin rule, none of the science/tax/luxury rates may
be set higher than 60%%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, TRADE) PRODUCES
ONE LESS.

@PEDIAGOVT2
@width=600
@title=Civilization Dynasty: Holstein-Gottorp
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Holstein-Gottorp has a MODERATE rate of corruption and waste.
The level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under Holstein-Gottorp, none of the science/tax/luxury rates
may be set higher than 70%%.

@PEDIAGOVT3
@width=600
@title=Civilization Dynasty: Romanov
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be suppressed).
^
^CORRUPTION AND WASTE
Under Romanov rule, Tzar control of the economy eliminates 
crime. Your cities, therefore, experience no corruption.
^
^SPECIAL
Under the Romanov rule, none of the science/tax/luxury 
rates may be set higher than 80%%.

@PEDIAGOVT4
@width=600
@title=Civilization Dynasty: Pfalz-Zweibrcken
^UNIT SUPPORT
Can support up to FIVE units for free; additional
units cost one shield each.
^
^HAPPINESS
Under the Pfalz-Zweibrcken rule, NO citizen is EVER
unhappy! LONG LIVE KING CARL XII!
^
^CORRUPTION AND WASTE
The Pfalz-Zweibrcken rule has a LOW rate of corruption.
However, the dynasty's rule has the special disadvantage 
that all SCIENCE is ELIMINATED.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Brothels, etc.)
produce "tithes" equal to the number of citizens they would
otherwise convert.  They also require no maintenance.
Under Pfalz-Zweibrcken rule, your science/tax/luxury rates
may be set to 80%%.
^
^HINTS
Pfalz-Zweibrcken rule eliminates all happiness problems and 
provides an excellent revenue.  
Scientific research tends to languish.

@PEDIAGOVT5
@width=600
@title=Civilization Dynasty: Oldenburg
^UNIT SUPPORT
Each unit costs one shield per turn. 
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes one citizen in its home city to become unhappy.
^
^CORRUPTION AND WASTE
The Oldenburg rule has a LOW rate of corruption and waste.
The level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under Oldenburg rule, each square which ordinarily produces
at least one unit of trade produces an extra unit.
None of the science/tax/luxury rates may be set higher
than 80%%.
^
^HINTS
The Oldenburg rule can give an astounding boost to your
science and tax revenues, although you'll probably have to
divert some of your trade to luxuries.  It becomes more
difficult (and expensive) to keep an army in the field, but
your Wonders will help with this problem.

@PEDIAGOVT6
@width=600
@title=Civilization Dynasty: Hohenzollern
^UNIT SUPPORT
Each unit costs one shield per turn.
^
^HAPPINESS
Each unit which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes TWO citizens in its home city to become unhappy.
^
^CORRUPTION AND WASTE
The Hohenzollern rule experience NO corruption or waste.
^
^SPECIAL
Under the Hohenzollern rule, each square which ordinarily 
produces at least one unit of trade produces an extra unit.
The science/tax/luxury rates may be set to any level
desired.
^
^HINTS
Hohenzollern rule can produce spectacular amounts of revenue
and scientific research.  However, because of the severe
happiness restrictions on military units, this form of
dynasty tends to be viable only for large, advanced
civilizations.  Increasing your luxuries rate and building
Wonders can help alleviate this problem.

@;This line must remain at the end of this file!




















